I mean, yes, all else held equal, I'd rather have a video game two days earlier or whatever, but this is way down the list of things I'd get worked up about.
Hell, the !@PatientGamers crowd waits for at least a year after release, at which point all the patches and whatnot are normally out, often sales are on, hardware to run a game tends to be cheaper, and often people have done substantial work on game wikis and the like. I can understand someone not wanting to wait for a year, but who can't handle a day or two?
EDIT: Or let me put another perspective on it. The release date is essentially arbitrary from a player's standpoint. Suppose some serious bug had shown up late in development -- which could easily have happened -- and that release date had been pushed back by five days. I doubt that anyone would have said anything, even though they would have gotten their hands on the game several days later. But the inability to preload making that same game show up playable a couple of days later has articles being written complaining about it. Why? The delay happens either way.
What in the fuck. Can devs please start compressing this shit better? I know this is more of a me problem, but this is like half my SSD just for this game alone. Ridiculous.
I was going to install CoD: Cold War from PS+ on my PS5 since I wanted to check out the campaign but I'd never buy it. Fuckin 230 GB for that shit. I lol'd a bit and moved on to something else. So ridiculous.
Lmao 230gigs fuck that. Sitting here cursing my own life because I have 10 gigs of Sims 4 mods. For 230GB the game better come with a hologram that pops out of a USB port to suck my fucking cock.
The only games I'll bother keeping installed that are over 100gb are my ESO with all the addons on PC, and Star Wars Battlefront II on PS5, and only because my friends and I play co-op every Friday night. But it's still ludicrous. My most played game recently, Battlebit Remastered, is a whopping 3 GB lol.
Just one more reason why the obsession with the latest greatest OMGWTF HIGH DEFINITION GRAPHICS is the worst thing to happen to gaming since the Atari Jaguar.
We can compress textures into ridiculously small sizes, I doubt it's a problem. Audio on the other hand...
In a dialogue heavy game such as this one, each voice line for each language must be shipped with the game on steam. There's no way to split the downloads between regions and languages from within developer console on steam.
I think it's one of the most popular requests devs posted in the dev forums.
Standard lossless compression (without further assumptions) is already very close to being as optimal as it can get: At some point the pure entropy of these huge datasets just is not containable anymore.
The most likely savior in this case would be procedural rendering (i.e. instead of storing textures and meshes, you store a function that deterministically generates the meshes and textures). These already are starting to become popular due to better engine support, but pose a huge challenge from a design POV (the nice e.g. blender-esque interfaces don't really translate well to this kind of process).
Not everything can be easily compressed to significantly smaller sizes. In fact, for any random arrangement of bytes, finding one that is compressable by any significant amount is rare.
I’m sure that what can be compressed is compressed in these game files. What we really need is more intelligent assets. When downloading, the platform should take your localization settings and only download the assets required for that locale. I bet this would heavily reduce the size of many of these games.
I don't think that localization would help much. Most, probably all, assets that are taking up so much storage space are not going to include language directly.
I'd be willing to bet that the game will be available in a compressed format from a repack site with no content loss. At least 30% smaller. A recent example that I just checked, Forspoken, Original Size: 103.9 GB Repack Size: from 63.6 GB
Before I had an unlimited connection for monthly bandwidth usage I would frequently download an already purchased game from the repack site and then have steam "repair" it. Shadow of Mordor/Shadow of War come to mind specifically. Saved so much of my limits at the time.
What they need to do is utilize steam's branch feature to allow smaller installs for low resolution assets and with minimal language support without an opt in to other languages needed.
The steam deck really has me wishing Steam had pushed for that as part of fully verified (or have "great on deck" be a tier above and only for games that do the extras like that). So much space is spent on things I don't need at 800p
Eh… you can have high quality assets or you can have small size, but you can’t have both.
Game assets are typically some of the most heavily compressed assets there are (it’s often quicker, even from SSDs, to load a compressed asset and uncompress it than otherwise). There’s an entire middleware industry grown up around minimising asset sizes while keeping quality. 122 GB to me just screams “this game is fucking massive” rather than “this game is horribly unoptimised”.
Well then i hope phisical games come back to be a thing because i will never downlaod a 100gb+ game. They should make game in USB or Hardrive format that an user can buy at store like was with CD and DVD.
Honestly, things like this were why I thought that Blu-Ray drives would take off. It's why I bought a Blu-ray RW drive in 2014 for my PC build because I thought it would be the future as game and media sizes would only get bigger and more of a pain to download.
I was wrong, but I wish I hadn't been. At least I can rip my PS3 Blu-rays to play them on emulators now. It's hard to go back and play them at 720p on a big screen without all the features that emulators give me. Rendering at 1440p (minimum) just being the start.
Soon or later the progress will gonna need to going back as new generation of physical disk-like. Also this depency on the net is simple unsafe, service can go offline anytime and hundred of dollars in game just become nothing. We should relearning the value of owning something really in our hands and not in virtual libraries.
Never? There's that infamous quote about how people will never need more than 64KB of RAM that comes to mind. SSD prices are falling rapidly, and internet bandwidth is only increasing. I understand if you don't have the means right this moment, but 100+ GB games are here and will only happen more often.
I don’t have a problem with large games if I get the option of what I want to download. Most often these large sizes are because it forces you to get full 4K textures and multiple copies of the audio files for languages you don’t speak.
I would bet half the size of this game is unnecessary for the average player. We really need the ability to download the core game and then these add-ons separately.
Only tangentially related but: Have you guys seen GeyserMC? It let’s Java and Bedrock clients play together. The work they’ve done on it is incredible. Its so so impressive.
Nah it’s just that they have blocks of the same size. It probably synchronizes terrain using analogous block types where possible, and player position. Basically it has to convert everything into something similar.
I doubt it. Hytale was built for modding and Minecraft has an extensive modding community with tons of netplay experience. This guy just wrote a translation layer between the two (not to diminish his efforts at all, it’s freaking awesome).
Probably not. This is more akin to using different apps to access the same service, like one person using Ivory and the other using Tusky to access Mastodon. Multiple clients accessing the same API endpoints is kind of how the internet operates, or at least was before big tech decided to shut out third-party apps.
In this case, the service is the same thing. Both the Minecraft client and the Hytale client are connecting to a Hytale server. So I guess you could say it’s like if Lemmy had an official app, and you used that and the Boost app to connect to a Lemmy backend: the hypothetical Lemmy app would be the Hytale client, connecting the way it’s meant to to the service it was designed for; and the Boost app would be the Minecraft client, designed to connect to a different type of server but modified to work because the workloads are similar enough that they can be translated pretty simply.
As Sahib explained in replies on Reddit and X, Hytale is serving as the host for the crossplay session, and while block placements are translated to equivalent blocks on the Minecraft side, it seems like only the prototype’s Hytale player is capable of placing new blocks. Considering he’s handbuilding a bridge between two different games with their own systems and mechanics, it’s not surprising that Sahib says “currently many things are Broken.”
Based on this, it sounds like the Hytale server is providing map data to the Minecraft session, which is why the block placement works on the Hytale side but not the Minecraft side. He must have created some kind of translation table for block types between the engines.
Hytale is as different from minecraft, as java different to bedrock. I guess its just a translation layer, which allows changing identical blocks and running identical functions between each other. But of course there might be many things which hytale does different compared to both, java and bedrock, and the game itself released just a week ago, so for now, as the modder said, its very buggy and many features missing.
Technically you could do this with any two games, it’s just a matter of how you map the representation of one game within the other. And afaik, every important mechanic in mc was done elsewhere first, mc just put it all together in one sandbox.
The only grounds msft has to sue on would be assets and likenesses, which hytale doesn’t (shouldn’t) use any of.
I am totally done with live service games. 1200+ hours in Warframe and another 300 in helldivers. I have no interest in grinding out the same mission repeatedly to get that new armor again. It was fun the first time less so the second and I would rather play something new.
I play Rivals a lot. Played Paladins for couple of hundred hours too and that wasn’t it (besides stopped working on Linux). The biggest problem of Rivals in my opinion is, its too much for casual and unbalanced, and their focus is to make it “engaging and fun”. Nothing will beat peak Overwatch 1 days, that’s for sure…
It’s not really a hero shooter, but I think it stands out. The Finals.
You have 3 distinct class options. Light, Medium and Heavy, with base build options for each one.
So as a light you are small fast and then can have one of 3 abilities, dashes, a grappling hook, or invisibility. A medium, more health but larger and slower, can have a healing gun, turret or dematerializer(temporarily remove walls). Or finally a heavy, very big and slow, but even more health, and can choose between a hook, shield, charge(smashes through walls), or a good gun.
You the pick a gun, and 4 utility options. The guns are class locked, so you can have a mp5 on a light, but a heavy gets a M60, all distinct and a pretty well matched for the classes. You utility options are more mixed, you have general options like frag, pyro, gas and goo grenades, but also specific ones like a jump pad for medium, or teleport gates for light, heavy gets barricades.
So while it isn’t a hero shooter it’s got a nice blend of hero shooter elements, and I personally love that it couples that with destructible environments. The main game mode(cashout and tournament), is a 3v3v3v3 capture and hold with 2 active points that can also be doubled up, but the point you hold is movable. You can bury it under rubble, move it into the open, or just fortify the area as best you can.
I would recommend it to anyone who is looking for more heros shooters, if you don’t mind relaxing the hero part of it .
I love hero shooters. Its my favorite type of multiplayer online game. I wish we had more variety than just a handful. Other genres get lot of variety and people pick the best and favorite one.
I’m ambivalent on it, but definitely not negative. I hate that everyone watching big game shows is hoping to see “Ratchet & Kratos 7” or “Dark Lore 5” or “Metal Gear Sonic 11”. Especially since, as you know, every decent mid level game developer these days has been fired at least once by morons with MBAs, and so the industry must make new IPs from the scattered devs.
Its art doesn’t speak for itself, I think on multiplayer it usually doesn’t. We’ll have to see how it feels later.
Monster Hunter Wilds and Matrix 4, huh? It looks to me like the Game Awards don‘t have the best track record for choosing their last big reveal if that‘s what people expect.
I’ll give you the private fiefdom part, but whatever other criticisms you’ve got for the Game Awards, and there are so many, that man loves video games. Putting Highguard there was likely misreading the room, but he probably thought it would be a banger.
Honestly what I think happened is, in the lead up to the game awards there was a lot of talk about the cost of slots & I imagine the final of the show cost a pretty penny. Then I think no one was willing to buy said slot so the haphazardly shoved something in a lot closer to the event then the usually would. I doubt this was anyone's first choice.
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